--- id: wiki-2026-0508-combined-arms title: Combined Arms (제병협동) 전술 category: 10_Wiki/Topics status: verified canonical_id: self aliases: [combined arms, 제병협동, mixed platoon, RTS tactics, WARNO, rock-paper-scissors balance] duplicate_of: none source_trust_level: B confidence_score: 0.85 verification_status: applied tags: [game-design, rts, tactics, combined-arms, warno, war-commander, balance, counter-class] raw_sources: [] last_reinforced: 2026-05-10 github_commit: pending tech_stack: language: game design applicable_to: [RTS Design, Tactical Game, Counter-Class System] --- # Combined Arms (제병협동) ## 매 한 줄 > **"매 가위바위보 + 매 형태 의 supplement"**. 매 infantry + armor + artillery + air + recon 의 mix. 매 single-class 의 X — 매 mutual support. 매 modern RTS (WARNO, Steel Division) 의 핵심. 매 [[Arc 2 기술 및 2026년 연구 업데이트(March 2026 Research Drop)]] 의 platform-resistance 와 의 same principle. ## 매 핵심 ### 매 rock-paper-scissors | Counter | Beats | Beaten by | |---|---|---| | Tank | AT infantry, AA | Helicopter | | Helicopter | Tank | AA | | AA | Helicopter | Artillery, Tank | | Infantry | Recon, Light | Tank, Arty | | Artillery | Static, Crowd | Recon + fast unit | | Recon | (vision) | Anything direct | → 매 single class 의 dominance X. ### 매 component 1. **Strike**: 매 firepower (tank, IFV). 2. **Anti-air**: 매 helicopter / aircraft 의 defense. 3. **Recon**: 매 vision (vision의 win). 4. **Infantry**: 매 flank, 매 cover, 매 garrison. 5. **Artillery**: 매 long-range pressure. 6. **Air support**: 매 mobile firepower. 7. **Engineer / supply**. ### 매 deployment principle - **Armor in front**: 매 absorb damage. - **High-armor unit in front**: 매 shield low-armor. - **Long-range behind short-range**: 매 outrange. - **Stealth in front of low-stealth** (AA hidden by recon). - **Smoke 의 lateral**: 매 flank cover. ### 매 modern RTS #### WARNO (2024) - 매 Cold War theme. - 매 Army General campaign. - 매 system-level combined arms bonus. #### Steel Division 2 - 매 prequel. #### Wargame: Red Dragon - 매 forerunner. #### Combat Mission - 매 turn-based combined arms. #### Total War - 매 melee + ranged + cavalry + artillery. ### 매 design pattern 1. **Counter chain explicit**: 매 player 의 understand. 2. **No single dominant class**. 3. **Platform-specific resistance** (50% reduction). 4. **Mixing reward** (system bonus). 5. **Stealth + optics** game. 6. **Smoke / electronic warfare**. → [[Arc 2 기술 및 2026년 연구 업데이트(March 2026 Research Drop)]] 의 modern example. ### 매 응용 (game design) 1. **Esports balance**: 매 single-class meta 방지. 2. **Single-player AI**: 매 adaptive force. 3. **PvE design**: 매 player 의 mix 의 강제. 4. **Strategy depth**: 매 build 의 think. ## 💻 패턴 (응용 — RTS design) ### Rock-paper-scissors damage table ```ts const COUNTER_TABLE: Record> = { tank: { tank: 1.0, helicopter: 0.3, aa: 1.5, infantry: 1.2, artillery: 1.5 }, helicopter: { tank: 1.5, helicopter: 1.0, aa: 0.3, infantry: 0.8, artillery: 1.2 }, aa: { tank: 0.5, helicopter: 1.5, aa: 0.8, infantry: 0.6, artillery: 0.5 }, infantry: { tank: 0.5, helicopter: 0.4, aa: 0.6, infantry: 1.0, artillery: 0.7 }, artillery: { tank: 1.2, helicopter: 0.5, aa: 0.8, infantry: 1.0, artillery: 0.5 }, recon: { tank: 0.2, helicopter: 0.2, aa: 0.4, infantry: 0.4, artillery: 0.5 }, }; function damageMultiplier(attacker: UnitClass, defender: UnitClass): number { return COUNTER_TABLE[attacker][defender]; } ``` ### Combined arms bonus ```ts function computeCombinedArmsBonus(army: Unit[]): number { const classes = new Set(army.map(u => u.class)); // 매 매 class 의 add 의 bonus if (classes.size >= 4) return 1.20; // 매 +20% if (classes.size >= 3) return 1.10; // 매 +10% if (classes.size >= 2) return 1.05; // 매 +5% return 1.0; // 매 single class 의 penalty 의 implicit } ``` ### Formation auto-arrange ```ts function arrangeFormation(units: Unit[], facing: Vec3): Position[] { const sorted = [...units].sort((a, b) => { // 매 high armor / short range 의 front return (b.armor / a.armor) * (a.range / b.range); }); const positions = []; let depth = 0; for (let i = 0; i < sorted.length; i++) { const x = (i % 5 - 2) * 5; const y = -depth * 8; positions.push(new Position(x, y).rotate(facing)); if (i % 5 === 4) depth++; } return positions; } ``` ### Stealth-aware deployment ```ts function isStealthCovered(unit: Unit, allies: Unit[]): boolean { if (unit.stealth >= 0.6) return true; // 매 frontal stealth-cover unit 의 search return allies.some(a => a.stealth >= 0.6 && a.position.distance(unit.position) < 3 && a.position.isFrontOf(unit.position, unit.facing) ); } ``` ### Counter-suggestion (player UI) ```ts function suggestCounter(enemyArmy: Army, ownArmy: Army): UnitClass[] { const enemyComposition = countByClass(enemyArmy); const suggestions: UnitClass[] = []; for (const [enemyClass, count] of enemyComposition) { if (count > ownArmy.size * 0.3) { // 매 dominant 의 counter const counter = bestCounterTo(enemyClass); if (countByClass(ownArmy)[counter] < count * 0.5) { suggestions.push(counter); } } } return suggestions; } ``` ### Smoke / EW (lateral cover) ```ts class SmokeScreen { position: Vec3; radius: number = 10; duration: number = 30; // sec blocksLineOfSight(from: Vec3, to: Vec3): boolean { return Line.from(from, to).intersectsCircle(this.position, this.radius); } } class ECMField { affectsTargeting(attacker: Unit, target: Unit): number { if (this.position.distance(target.position) < this.radius) { return 0.5; // 매 50% accuracy ↓ } return 1.0; } } ``` ### Force composition validator ```python def validate_force_composition(army): issues = [] classes = collections.Counter(u.unit_class for u in army) if 'recon' not in classes: issues.append('NO RECON: vision 의 lose') if 'aa' not in classes and any('helicopter' in enemy_typical for _ in [1]): issues.append('NO AA: helicopter 의 vulnerable') if classes.most_common(1)[0][1] / len(army) > 0.6: issues.append('MONOCULTURE: 매 60%+ 의 single class') if len(set(classes)) < 3: issues.append('LOW DIVERSITY: combined arms bonus X') return issues ``` ## 🤔 결정 기준 | 상황 | Composition | |---|---| | Defensive | Tank front + AA + arty + recon | | Offensive push | Tank + IFV + air + arty cover | | Recon-heavy | Light + stealth-recon + ATGM ambush | | Anti-air | AA + recon + interceptor | | City fight | Infantry + light armor + smoke | | Open field | Tank + air + arty | **기본값**: 매 4 class 의 minimum (tank + AA + recon + infantry) + 매 smoke 의 cover. ## 🔗 Graph - 부모: [[Game-Design]] · [[RTS]] · [[Tactics]] - 변형: [[Counter-Class-System]] · [[Mixed-Platoon-Tactics]] · [[Rock-Paper-Scissors-Balance]] - 응용: [[WARNO]] · [[Steel-Division]] · [[Wargame]] · [[Total-War]] - Adjacent: [[Arc 2 기술 및 2026년 연구 업데이트(March 2026 Research Drop)]] · [[Combat Controls Update (Feb 2014)]] · [[Baiting]] · [[Boss-Orchestration-and-Gimmick-Management]] ## 🤖 LLM 활용 **언제**: 매 RTS design. 매 game balance. 매 player tutorial. 매 AI opponent design. **언제 X**: 매 single-class genre (FPS deathmatch). ## ❌ 안티패턴 - **Single dominant class**: 매 meta 의 stale. - **No counter chain**: 매 strategy depth X. - **No combined arms reward**: 매 player 의 incentive X. - **Hidden counter**: 매 player 의 frustration. - **No formation help**: 매 micro 의 burden. - **Stealth ignored**: 매 deployment 의 simplistic. ## 🧪 검증 / 중복 - Verified (Eugen Systems WARNO design, Steel Division, RTS literature). - 신뢰도 B. - Related: [[Arc 2 기술 및 2026년 연구 업데이트(March 2026 Research Drop)]] · [[Combat Controls Update (Feb 2014)]] · [[Baiting]] · [[Game-Design]]. ## 🕓 Changelog | 날짜 | 변경 | |---|---| | 2026-04-28 | Auto-mapped | | 2026-05-08 | Phase 1 | | 2026-05-10 | Manual cleanup — RPS table + composition + 매 formation / smoke / validator code |